Just How Much Silver Should a
Player Spend on Upkeep?
Jarold W. Holland-Hibbert © 1997
Introduction
One of the strengths of the H’rnMaster system is in its
detailed history and the completeness of the campaigning
environment. The environment ranges from urban encounters in the
dark, alleys of crowed cities to countryside skirmishes in the
thick forests of H’rn. Role-playing the everyday experiences
encountered in H’rnWorld provides the backdrop for atmosphere in
a campaign and potential encounters for adventure. Characters in
a H’rnWorld campaign have the same basic requirements of regular
folk. They need to eat, sleep, pay taxes, spend money on
equipment maintenance and purchase everyday items ranging from
apples to yulpris. Role playing the haggling experience between
shopkeepers and players for major purchase can provide
entertainment for players and GM alike. How much should a player
be expected to pay to keep their character alive and well?
Each player is unique in their spending habits and the manner
in which they portray their character. Keeping track of the
different levels of day to day spending for several players on
such items as food and drink can soon become tedious. Often there
will be a need for the game to focus on the immediate or medium
range goals of the party and the daily haggle for butter and eggs
would interfere with the smooth flow of the game. Simplifying the
bookkeeping of some daily routines can help maintain game flow
and allow players to focus on more pressing concerns of the
campaign.
Quality of Life
Players often spend most of their time during spring, summer
and fall adventuring in the classical sense by traveling the
breadth of H’rn, exploring ruins, plundering tombs and hiring
themselves out as adventurers. Generally, the only time players
provide honest labour for long periods is as journeymen on H’rn
during the winter months when traveling in the snow would likely
cause them to die of exposure. Typically the wages earned during
the winter months would average 80% of those net incomes listed
in H’rnDex.
To simplify the accounting associated with year round routine
monthly expenses I allow my players to choose a "lifestyle"
or "quality of life" from a choice of
four. Players are encouraged to make a selection that best suits
their individual style of play and how they want their character
to be portrayed in encounters. The player's lifestyle effects how
their social and financial status is perceived by royalty, guild
members, merchants, shopkeepers, guards, Lia-Kaviar and by the
common people. The reactions of NPC's to players are influenced
to a degree by first impressions and the often mistaken identity
assumed from dress and mannerisms. Humble players often choose to
be thrifty living the lifestyle of a peasant or farmer and
maintaining a quiet profile. Others will attempt to overstate
their wealth to make political and social connections that would
otherwise be inaccessible. Most players will select a lifestyle
somewhere between that of a serf and that of an aristocrat.
Lifestyles of the Thrifty and Extravagant
The lifestyle's players choose to live are derived from four
basic models of maintenance--in order of increasing expense Thrifty,
Standard, Superior and Extravagant.
The characters run by players are often more boisterous, daring
and adventurous than the typical H’rnic citizen and as such
rarely have the capability to effectively budget their
expenditures of silver nor the willpower to stick to a budget
should they come across one. The expenses detailed below are
above average for the typical H’rnic citizen but players tend to
live more than average lives. The exact expenses associated with
each lifestyle should be carefully tailored to availability of
silver in a campaign and the number of days spent in urban
environments. Game Masters should remind PC's to maintain a
surplus at the end of the Fall campaign season to enable players
to survive the winter, perform expensive forms of archive and lab
research or buy that shiny long hauberk.
The Thrifty player spends roughly 55d total per month:
15d on food and beverage
15d armour and weapon maintenance
15d equipment and clothing maintenance, tolls and taxes
10d accommodation
The Standard player spends roughly 95d total per month:
30d on food and beverage
20d armour and weapon maintenance
30d equipment and clothing maintenance, tolls and taxes
15d accommodation
The Superior player spends roughly130d total per month:
40d on food and beverage
25d armour and weapon maintenance
45d equipment and clothing maintenance, tolls and taxes
20d accommodation
The Extravagant player spends roughly175d total per month:
60d on food and beverage
30d armour and weapon maintenance
60d equipment and clothing maintenance, tolls and taxes
25d accommodation
These monthly rates include standard H’rnic tolls and head
taxes but do not include property taxes and transportation.
Upkeep for horses, their tack, harnesses, grooming and fodder
would add an additional 60d expense per month. Players are
assumed to do their own minor repairs to weapons, armour,
clothing and equipment using appropriate tools to which they must
have access or carry as additional equipment. Major repairs such
as the reattachment of a severed arm on a coat of mail or
replacing the lining of a leather tunic is performed at an
additional cost as outlined in the H’rnMaster Core Weaponcrafting
rules. The lifestyle costs assume approximately 10 days stay in
average quality inns (rated 3 stars) in shared accommodations
with the remainder of the month spent sleeping under the stars,
in out buildings (i.e., sheds) or as the guests of NPC's. Players
are also expected to exploit opportunities to supplement their
diet with game obtained from hunting, poaching or foraging while
in the wilderness. When staying for extended periods in an urban
environment upkeep is usually increased by 10%-50% depending on
individual circumstances. While working as a journeyman, a PC's
rent and food are usually included as part of their wages whereas
the same PC enjoying himself without employment for 30 days in an
inn will increase expenses related to food and accommodation
upkeep by 50%. The specific equipment and armour of each player
character vary and the upkeep costs associated with each
lifestyle are generalized. If a player does not wear armour or
carry many weapons the upkeep fees represent costs for expendable
items such as quills, ink, vellum, spell seeds, incenses and
Clerical/Shek Pvar vestments.
A thrifty character would own barely adequate
maintained equipment with some minor missing equipment (e.g.,
belt buckles missing from flaps) with most equipment appearing
well used and looking repaired. The character would be a typical
citizen surviving with few luxury items except those he carried.
They would wear unremarkable linen garments of average quality
with repairs to seams and occasional patches. In the streets the
character would be treated as a commoner and considered to be a
farmer or serf. Washing dishes, splitting wood and mucking the
stalls would be done on occasion by the player as partial payment
for food, shelter and repairs followed by a much needed rest. For
game play there would be no bonus to resistance to diseases or
healing rolls and the character would receive no benefit to
attempts at increasing attributes such as strength, endurance or
speed. Regaining body weight lost from illness or injury would
prove to be difficult without increased spending on food and
minimal physical activity. Equipment would wear out in roughly
two years requiring new items to be purchased. If a piece of
equipment is stressed beyond its normal limit the chance of
failure is increased by 50% resulting in a torn seam or broken
item (GM discretion).
A standard player would have adequately
maintained equipment with some items having a few visible
repairs. The PC would have some small inexpensive luxury items
(e.g., a fork, hand mirror) and wear clothing sewn from serge
with a spare garment of buckram detailed with fine stitching. On
the street the PC would be considered a lower- middle class
merchant or low ranking officer. A bonus of +5% would be granted
to resistance to disease with normal healing rolls and normal
benefits to attempts at increasing physical attributes. Regaining
lost body weight is possible with reduced physical activity.
Equipment wears out in roughly 2 ‡ years before requiring
replacements to be purchased. There are no penalties to equipment
failure.
A superior player would own equipment of above
average maintenance with all items appearing used but very
serviceable. Some luxury items would be clearly visible such as
rings and good leather shoes. The PC would wear clothing of
buckram material. A second garment of russet with fur trim or
detailed embroidery and perhaps small items of silk (e.g.
kerchief) would be used in more formal settings. In public the
player would be treated as a middle class merchant or high
ranking officer and attract the attention of the public if not
escorted by armed guards or other PC's. A natural resistance of
+5% to disease is accompanied by a bonus of +5% to healing rolls
with normal chances at increasing physical attributes. Regaining
lost body weight is possible with regular activity and the PC
will gain 1d10 pounds per year if staying in an urban environment
year round. Equipment will last on average 3 years but most PC's
will want to replace some of their equipment before this to
maintain appearances but at additional expense beyond upkeep.
An extravagant player would have good equipment
that was maintained so that items were well cared for and
serviceable. Luxury items such as scented oils would be used
daily and signs of visible wealth such as embroidered items would
be apparent. The player would wear russet garments and own a
second piece of clothing made from worsted wool or possibly
average quality silk. In the streets the PC would be treated as
an upper class citizen or wealthy merchant attracting the
attention of beggars and worse. The player may be granted an
invitation to attend dinner at the lord's estate if his presence
was noted by officials. Disease resistance is increased to +10%
and healing rolls have a bonus of +5% with normal chances at
increasing physical attributes. Lost body weight can be regained
easily with regular activity and the PC will gain 2d10 pounds per
year if staying in an urban environment year round. Equipment
will last 3 ‡ years and important pieces will be enhanced by
inlaid silver foil or engraving. Much of the equipment would be
routinely replaced every two years to keep up with current trends
at additional expense beyond upkeep.